-
Koboldmination Solitary, Large Giant claw amalgam (d10+4 damage 1 piercing) 24 HP 1 armor Forceful Special Qualities: Undead Several kobolds have been stitched together and reanimated to form this abomination. It looks vaguely like a dragon which skin is made out of several kobold skins. Its hands are simply a bunch of claws bunched together, and its tail is a hook. Instinct: to kill any trespasser
- When an enemy is annoying and not in range, or when there are no enemies in range: pull an enemy
- When at less than half HP, eat a kobold and regain 10hp
- When killed, explode
-
Displacer beast Group, Stealthy Claws (b[2d8+2] damage 2 piercing) 6 HP 1 armor Close A cat-like monster of a beast with razor sharp claws, the displacer beast can blink from one place to the other and is estremely hard to hit, or avoid. Instinct: To feed
- Instantly teleport somewhere else in the vicinity
- Appear a few paces to where it's really at
-
Undead kobold Horde, Small, Stealthy, Organized, Intelligent Bone spear (d6 damage) 7 HP 1 armor Close, Reach, Near A humanoid, rat looking reptilean that died and was reanimated. They keep their intelligence, but are thralls of the lich that controls them. Instinct: To serve their undead master
- Retreat and set up an ambush
- Lay a trap
- Yip yip! Call for help
-
Tiny terror Group, Small Tackle (d6 damage) 6 HP 1 armor Close Tiny monsters that fiercly protect their mother and queen. Instinct: Protect their mother and feed themselves
- Take shiny things away
- Intercept damage to their mothers
-
The terror of the deeps Solitary, Large Bite (b[2d12+4] damage 1 piercing) 16 HP 2 armor Forceful Special Qualities: Fins, Swimming This giant, shark-like creature prowls the deeps of the dungeon, eating the Kobolds and stray adventurers that fall in the Big Cave. It has 4 rows of teeth as big as daggers, two tails and three vicious eyes. It attacks anything that falls in its waters, and tries to drive them down to the dark below, so it can rip their flesh and eat them. Instinct: To feed, grow and dominate the deeps.
- Brutally maul prey around
- Smell its prey's blood
- Enter a frenzy
-
Flock of Geese (Gaggle) Horde, Small, Organized Dozens of pecks (d6 damage) 3 HP 0 armor Close, Near Special Qualities: Flies Instinct: To peck anything until it bleeds
- Surround their victim
- Flock to a single target and overwhelm it
-
Lea, rogue artificer Group, Stealthy, Magical, Intelligent Crossbow (d8 damage) 6 HP 1 armor Close, Near, Far An artificer turned rogue after the great war, now a mercenary for the highest bidder. Instinct: to get rich
- use an annoying device
- jump away with rocket boots
- use a wand to cause mayhem
-
Xha, flying dinosaur Group Claws (d8+2 damage 1 piercing) 6 HP 1 armor Close Special Qualities: Wings (can fly) A flying dinosaur with vicious claws, mount and companion of the halfling Maro. Instinct: to protect its master
- Attack from above
- Carry someone away
- Fly out of reach
-
Maro, Halfling Barbarian Group, Small, Intelligent, Hoarder Giant (for a hafling) axe (b[2d8+2] damage 1 piercing) 6 HP 2 armor Close, Forceful Maro is a halfling barbarian from the Talenta plains, a hired blade almost as feral as his dinosaur mount. Instinct: to prove himself the fiercest
- Go berserk
- Cause an opening for Xha
- Scream menacingly